UI 重构 P0+P1:新增布局/控件基础层与离屏回归网(对产品像素零影响)
新增 Components/Shared 下的 UI 基础层: - UiLayout:矩形原语 / 对齐 / 设备像素内侧对齐 / Stack / Flow / 布局缓存(deque 保证引用稳定、 定向失效、按最久未命中淘汰)。 - UiWidget:控件树基类。两段式布局(Measure 自下而上带缓存、Arrange 自上而下)、 脏区下探绘制(dirty 为空=全画;与子树矩形无交集=整棵跳过;有效裁剪=祖先裁剪切∩自身∩脏区)、 只沿命中链派发的冒泡模型(绝不分发给同层兄弟)、capture/modal/hover/focus 仲裁、 光标认领链、统一动画 tick、内容指纹入口。 新增 Tools/uicheck 离屏回归网(62 项断言,全程不创建窗口、不注入输入): - 布局数学:对齐/STRETCH/超尺寸夹取、Stack 固定与自动均分且绝不产生负尺寸、Flow 换行与 overflow。 - 缓存:引用稳定、定向失效、容量淘汰。 - 绘制:全画 / 子树跳过 / 裁剪收窄 / 不可见跳过 / 失效冒泡。 - 派发:重叠子节点只投最上层、hit-transparent 穿透、消费不上抛、capture 越过边界仍投递、 仅持有者可释放、modal 屏蔽其余子树、祖先兜底、光标由最上层认领、键盘沿焦点链。 - 动画:时间戳统一下发、活跃状态汇总。 过程中修正自身两处缺陷:补齐 AdvanceAnimationSelf/AnimationActiveSelf 声明; 把"遍历同层兄弟"改为"只沿命中链派发 + 祖先兜底"(否则一次点击可能被视觉上位于下方的控件也处理)。 验证:make release TARGET_FILE_NAME=TargetCheck 零警告(873,984 B,低于 900KB 阈值); Tools/uicheck 62 passed / 0 failed。 本提交不改动任何现有组件,Toolbar/TabBar/SignalPanel/PlotView 仍走旧路径,产品像素零变化。 文档:Documents/UI_Refactor_Plan.md(蓝图)、Documents/UI_Refactor_Progress.md(台账)。
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#include "UiLayout.hpp"
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#include <algorithm>
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#include <cmath>
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namespace jdi
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{
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UiInsets UiInsets::All(float value)
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{
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UiInsets insets;
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insets.left = value;
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insets.top = value;
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insets.right = value;
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insets.bottom = value;
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return insets;
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}
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UiInsets UiInsets::Symmetric(float horizontal, float vertical)
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{
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UiInsets insets;
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insets.left = horizontal;
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insets.right = horizontal;
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insets.top = vertical;
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insets.bottom = vertical;
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return insets;
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}
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UiInsets UiInsets::Scaled(float scale) const
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{
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UiInsets insets;
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insets.left = left * scale;
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insets.top = top * scale;
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insets.right = right * scale;
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insets.bottom = bottom * scale;
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return insets;
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}
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bool UiRectHasArea(const gd::RectF& rect)
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{
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return rect.Width > 0.0f && rect.Height > 0.0f;
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}
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bool UiRectIntersect(const gd::RectF& a, const gd::RectF& b, gd::RectF& out)
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{
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if (!UiRectHasArea(a) || !UiRectHasArea(b))
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{
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out = gd::RectF();
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return false;
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}
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const float left = std::max(a.X, b.X);
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const float top = std::max(a.Y, b.Y);
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const float right = std::min(a.X + a.Width, b.X + b.Width);
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const float bottom = std::min(a.Y + a.Height, b.Y + b.Height);
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if (right <= left || bottom <= top)
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{
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out = gd::RectF();
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return false;
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}
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out = gd::RectF(left, top, right - left, bottom - top);
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return true;
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}
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gd::RectF UiRectUnion(const gd::RectF& a, const gd::RectF& b)
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{
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if (!UiRectHasArea(a))
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{
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return b;
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}
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if (!UiRectHasArea(b))
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{
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return a;
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}
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const float left = std::min(a.X, b.X);
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const float top = std::min(a.Y, b.Y);
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const float right = std::max(a.X + a.Width, b.X + b.Width);
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const float bottom = std::max(a.Y + a.Height, b.Y + b.Height);
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return gd::RectF(left, top, right - left, bottom - top);
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}
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gd::RectF UiRectDeflate(const gd::RectF& rect, const UiInsets& insets)
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{
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const float width = rect.Width - insets.Horizontal();
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const float height = rect.Height - insets.Vertical();
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if (width <= 0.0f || height <= 0.0f)
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{
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return gd::RectF();
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}
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return gd::RectF(rect.X + insets.left, rect.Y + insets.top, width, height);
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}
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gd::RectF UiRectSnapInward(const gd::RectF& rect, float scale)
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{
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const float safeScale = (scale > 0.0f) ? scale : 1.0f;
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const float x0 = std::ceil(rect.X * safeScale - 0.001f) / safeScale;
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const float y0 = std::ceil(rect.Y * safeScale - 0.001f) / safeScale;
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const float x1 = std::floor((rect.X + rect.Width) * safeScale + 0.001f) / safeScale;
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const float y1 = std::floor((rect.Y + rect.Height) * safeScale + 0.001f) / safeScale;
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if (x1 <= x0 || y1 <= y0)
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{
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return gd::RectF();
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}
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return gd::RectF(x0, y0, x1 - x0, y1 - y0);
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}
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gd::RectF UiAlignInRect(const gd::RectF& outer, float width, float height, UiAlign horizontal,
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UiAlign vertical, float offsetX, float offsetY)
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{
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float boxWidth = width;
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float boxHeight = height;
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if (horizontal == UiAlign::STRETCH)
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{
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boxWidth = outer.Width;
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}
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if (vertical == UiAlign::STRETCH)
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{
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boxHeight = outer.Height;
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}
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boxWidth = std::min(boxWidth, outer.Width);
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boxHeight = std::min(boxHeight, outer.Height);
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float x = outer.X;
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switch (horizontal)
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{
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case UiAlign::CENTER:
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x = outer.X + (outer.Width - boxWidth) * 0.5f;
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break;
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case UiAlign::END:
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x = outer.X + outer.Width - boxWidth;
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break;
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default:
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break;
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}
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float y = outer.Y;
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switch (vertical)
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{
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case UiAlign::CENTER:
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y = outer.Y + (outer.Height - boxHeight) * 0.5f;
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break;
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case UiAlign::END:
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y = outer.Y + outer.Height - boxHeight;
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break;
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default:
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break;
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}
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return gd::RectF(x + offsetX, y + offsetY, boxWidth, boxHeight);
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}
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float UiStackExtent(const std::vector<float>& sizes, float gap)
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{
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float total = 0.0f;
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std::size_t fixedCount = 0;
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for (float size : sizes)
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{
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if (size >= 0.0f)
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{
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total += size;
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++fixedCount;
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}
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}
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if (fixedCount > 0 && sizes.size() > 1)
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{
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total += gap * static_cast<float>(sizes.size() - 1);
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}
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return total;
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}
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void UiStackRects(const gd::RectF& area, UiAxis axis, const std::vector<float>& sizes, float gap,
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std::vector<gd::RectF>& out, float* usedExtent)
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{
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out.clear();
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if (sizes.empty())
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{
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if (usedExtent != nullptr)
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{
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*usedExtent = 0.0f;
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}
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return;
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}
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const bool horizontal = (axis == UiAxis::HORIZONTAL);
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const float totalExtent = horizontal ? area.Width : area.Height;
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const float totalGap = (sizes.size() > 1) ? gap * static_cast<float>(sizes.size() - 1) : 0.0f;
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const float fixedExtent = UiStackExtent(sizes, gap) - totalGap;
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std::size_t autoCount = 0;
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for (float size : sizes)
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{
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if (size < 0.0f)
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{
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++autoCount;
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}
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}
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// 剩余空间不足时按 0 处理(**不允许**出现负尺寸:负宽高的矩形会画出反向的线)。
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const float remaining = std::max(0.0f, totalExtent - fixedExtent - totalGap);
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const float autoExtent = (autoCount > 0) ? (remaining / static_cast<float>(autoCount)) : 0.0f;
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float cursor = horizontal ? area.X : area.Y;
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out.reserve(sizes.size());
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for (std::size_t index = 0; index < sizes.size(); ++index)
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{
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const float extent = (sizes[index] < 0.0f) ? autoExtent : std::max(0.0f, sizes[index]);
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if (horizontal)
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{
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out.push_back(gd::RectF(cursor, area.Y, extent, area.Height));
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}
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else
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{
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out.push_back(gd::RectF(area.X, cursor, area.Width, extent));
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}
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cursor += extent;
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if (index + 1 < sizes.size())
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{
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cursor += gap;
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}
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}
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if (usedExtent != nullptr)
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{
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*usedExtent = cursor - (horizontal ? area.X : area.Y);
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}
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}
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float UiFlowRects(const gd::RectF& area, UiAxis axis, const std::vector<gd::SizeF>& sizes, float gap,
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std::vector<gd::RectF>& out, std::size_t& overflow)
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{
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out.clear();
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overflow = sizes.size();
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if (sizes.empty())
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{
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return 0.0f;
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}
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const bool horizontal = (axis == UiAxis::HORIZONTAL);
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const float mainExtent = horizontal ? area.Width : area.Height;
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const float crossExtent = horizontal ? area.Height : area.Width;
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float main = 0.0f; // 当前行内已用主轴长度
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float cross = 0.0f; // 当前行起点(交叉轴)
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float lineCross = 0.0f; // 当前行最大交叉尺寸
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out.reserve(sizes.size());
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for (std::size_t index = 0; index < sizes.size(); ++index)
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{
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const float itemMain = horizontal ? sizes[index].Width : sizes[index].Height;
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const float itemCross = horizontal ? sizes[index].Height : sizes[index].Width;
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const float needed = (main > 0.0f) ? (main + gap + itemMain) : itemMain;
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if (needed > mainExtent && main > 0.0f)
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{
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// 换行
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cross += lineCross + gap;
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main = 0.0f;
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lineCross = 0.0f;
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}
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if (itemMain > mainExtent || cross + itemCross > crossExtent)
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{
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overflow = index;
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break;
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}
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const float offset = (main > 0.0f) ? (main + gap) : 0.0f;
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const float x = horizontal ? (area.X + offset) : (area.X + cross);
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const float y = horizontal ? (area.Y + cross) : (area.Y + offset);
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out.push_back(gd::RectF(x, y, horizontal ? itemMain : itemCross,
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horizontal ? itemCross : itemMain));
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main += offset + itemMain;
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lineCross = std::max(lineCross, itemCross);
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}
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return cross + lineCross;
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}
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gd::RectF UiAbsRect(const gd::RectF& outer, float dx, float dy, float width, float height)
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{
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return gd::RectF(outer.X + dx, outer.Y + dy, std::max(0.0f, width), std::max(0.0f, height));
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}
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std::uint64_t UiMixKey(std::uint64_t seed, std::uint64_t value)
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{
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// FNV-1a 64 位的一份变体:与项目里其它指纹(SceneContentHash 等)同一风格。
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seed ^= value + 0x9E3779B97F4A7C15ull + (seed << 6) + (seed >> 2);
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return seed;
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}
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std::uint64_t UiMixKeyFloat(std::uint64_t seed, float value)
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{
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// 量化到 1/1024 逻辑像素:亚像素抖动不应该让布局缓存反复失效。
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const long long quantized = static_cast<long long>(std::llround(value * 1024.0f));
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return UiMixKey(seed, static_cast<std::uint64_t>(quantized));
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}
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UiLayoutCache::UiLayoutCache(std::size_t capacity)
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: m_capacity(std::max<std::size_t>(1, capacity))
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{
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}
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const UiLayoutResult* UiLayoutCache::Find(std::uint64_t key)
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{
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for (UiLayoutResult& entry : m_entries)
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{
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if (entry.key == key)
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{
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entry.stamp = ++m_stamp;
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return &entry;
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}
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}
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return nullptr;
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}
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const UiLayoutResult& UiLayoutCache::Store(UiLayoutResult result)
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{
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for (UiLayoutResult& entry : m_entries)
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{
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if (entry.key == result.key)
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{
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entry = std::move(result);
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entry.stamp = ++m_stamp;
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return entry;
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}
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}
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result.stamp = ++m_stamp;
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m_entries.push_back(std::move(result));
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Trim();
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// 淘汰只会从队首进行,而新条目在队尾 ⇒ 刚存入的条目一定仍然有效。
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return m_entries.back();
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}
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void UiLayoutCache::Invalidate(std::uint64_t key)
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{
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for (auto iterator = m_entries.begin(); iterator != m_entries.end(); ++iterator)
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{
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if (iterator->key == key)
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{
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m_entries.erase(iterator);
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return;
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}
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}
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}
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void UiLayoutCache::Clear()
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{
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m_entries.clear();
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}
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void UiLayoutCache::Trim()
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{
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while (m_entries.size() > m_capacity)
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{
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// 淘汰"最久未被命中"的条目(stamp 最小)。
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auto oldest = m_entries.begin();
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for (auto iterator = m_entries.begin(); iterator != m_entries.end(); ++iterator)
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{
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if (iterator->stamp < oldest->stamp)
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{
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oldest = iterator;
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}
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}
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m_entries.erase(oldest);
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}
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}
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} // namespace jdi
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